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Experiment: Disable clear optimization on PVR (see #6290)
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@ -391,7 +391,8 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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//
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// An alternative option is to simply ditch all the verts except the first and last to create a single
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// rectangle out of many. Quite a small optimization though.
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if (maxIndex > 1 && gstate.isModeClear() && prim == GE_PRIM_RECTANGLES && IsReallyAClear(maxIndex)) {
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// Experiment: Disable on PowerVR (see issue #6290)
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if (maxIndex > 1 && gstate.isModeClear() && prim == GE_PRIM_RECTANGLES && IsReallyAClear(maxIndex) && gl_extensions.gpuVendor != GPU_VENDOR_POWERVR) {
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u32 clearColor = transformed[0].color0_32;
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float clearDepth = transformed[0].z;
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const float col[4] = {
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